Solutions · Mobile app mascots

Your mascot, in 3D, with something to do.

A mascot earns its place by reacting: a tilt of the head at an empty state, a wag when a task completes. Bake3D turns the illustration you already have into a rigged model and composes those small loops from plain-language descriptions, exported as glTF for the engine or view your app uses.

Free demo, free readiness check, bake from $5. Credits back for anything a bake does not deliver.

Short described loops at 10 credits · free introductory loop · GLB for Unity, Godot and web views

Maintained by Bake3D · Updated

Fox character generated from one image and rigged with Bake3D
01Workflow

From the brand illustration to a set of loops.

  1. 1

    Start from the mascot you have

    Use the cleanest full-body illustration of the character, ideally in its neutral pose with limbs apart. Flat brand colours and clean outlines reconstruct well; the texture keeps the palette.

    Image guidance
  2. 2

    Generate and rig

    The mesh and a fitted rig cost 65 credits together at Standard. Read the deformation report: a mascot is seen close and often, so a pinching shoulder is worth fixing now.

    Rig checklist
  3. 3

    Describe the reactions

    “Tilt your head, curious.” “Wag your tail, relaxed.” “Look left, then right.” Each sentence becomes a loop written for the rig’s joint roles; the homepage demo plays exactly these on the sample fox.

    Motion demo
  4. 4

    Export for your runtime

    Animated GLB with the loops you select, baked to keyframes, or a USDZ of one loop for AR Quick Look. Unity, Godot and web-based views load glTF; the format notes below cover what each platform needs.

    Integrations
02Designing the loops

Small motions, stated precisely.

Mascot animation is a vocabulary of short, repeatable states: idle, greeting, success, confusion, waiting. Describe each as an action with energy and timing. “Bounce once, happy, then settle” gives the motion engine more than “celebrate”. Ask for a loop when the state persists, such as idle or waiting, and for a one-shot when it is a reaction to an event.

The engine is deterministic: the same program on the same rig gives the same pose at the same time, so a loop you approve in the studio plays identically in the exported keyframes. Review the loop boundary, because that is where a mascot’s idle either breathes or visibly snaps.

Keep the set small at first. The included four-second introductory loop is free and a good idle. Add a greeting and a success reaction at 10 credits each, watch them at normal speed and by scrubbing frames, and use the optional 5-credit critique round when a motion needs a second opinion from the vision model.

Reactions should respect the user’s settings. The Bake3D homepage stops autoplay under a reduced-motion preference; your app should do the same and show the rest pose or a still instead.

03Platforms

Getting a GLB onto a phone.

Unity and Godot
Import the GLB as in any project; Godot 4 reads skins and clips natively, Unity via glTFast
Build for iOS and Android with the engine’s own pipeline
Game graphics page for engine specifics
Web views and hybrid apps
three.js GLTFLoader plays skinned GLB with baked clips; the Bake3D homepage does exactly this
Reduced-motion and a poster fallback keep first paint fast
Web apps page
Native AR viewers
Android Scene Viewer accepts glTF
iOS AR Quick Look on iPhone, iPad and Vision Pro opens the USDZ export: one baked loop, in place by default, which Quick Look repeats
The USDZ passes OpenUSD’s usdchecker --arkit and imports in Blender 5.2; Bake3D has not yet tested it on an Apple device

Bake3D does not ship a mobile SDK or host assets for your app. You bundle or serve the GLB yourself.

04Honest limits

What to plan around.

  • File size. The sample fox GLB is about 2.8 MB with textures embedded. Budget for your app size or lazy-load the model after first paint.
  • Polygon and texture budgets are yours. Generated topology is not optimised for low-end phones; decimate in your editor if frame time matters.
  • A USDZ holds one baked loop per file and is refused above about 300,000 vertices; export the game-ready copy for a heavy model. Bake3D has not yet opened its USDZ files on an Apple device, so check AR Quick Look on yours before you ship.
  • Fine features such as thin ears, antennae or accessories can be missing or fused after generation. Inspect the seven views.
  • Likeness to an existing branded character depends entirely on your illustration; you must hold the rights to it.
05Pricing and rights

A mascot and three reactions for 95 credits.

Mesh 40, rig 25 and three described reactions at 10 each come to 95 credits, about $4.56–5.94 at pack rates. The $5 Single pack covers the mascot, its rig and one described reaction, and the readiness check of your art is free. Presets, the introductory loop and re-exports are free, so revising the export after a rig fix costs nothing.

A mascot in a shipped app is commercial use, which needs purchased credits: any pack from $5, or a Pro ($29 a month) or Studio plan. Assets generated with them keep their commercial license after you stop paying; the free sign-up credits are for personal use. Jobs are charged on acceptance, and what a job does not deliver is refunded; see the pricing page.

FAQ

Questions before you start.

Can I animate my existing 2D mascot?

You can generate a 3D model from its illustration, rig it and animate it. The result is a 3D interpretation of the drawing, not the 2D artwork itself; expect to inspect the inferred sides and any thin features.

What loops work best for an app mascot?

A gentle idle, a greeting, a success reaction and a waiting or thinking state cover most interfaces. Describe each with an action, an energy and a timing, and ask for loops where the state persists.

How do I show it in a React Native or Flutter app?

Through a web view or a 3D view that loads glTF; three.js in a web view is the path Bake3D itself uses on its homepage. Native 3D layers need their own glTF loader, which Bake3D has not tested.

Can I use the mascot on iOS AR Quick Look?

Yes, through the USDZ export: a skeleton, skin weights, PBR materials and one baked loop, in place by default, which Quick Look plays on repeat. It passes OpenUSD’s usdchecker --arkit and imports in Blender 5.2, but Bake3D has not yet tested it on an iPhone, iPad or Vision Pro, so try it on your device first.

Is the motion the same on every device?

The exported clips are baked keyframes, so any glTF player shows the same poses. Frame rate and skinning method belong to the runtime; the browser’s optional dual-quaternion skinning is not part of glTF.

Related

Give your mascot a head tilt.

Check your mascot art free, then bake it from $5, with the introductory loop as a first idle.